Team Aqua's Lanturn #28 from the 2004 Team Magma vs Team Aqua expansion. This reverse holo Pokémon TCG card is a Stage 1 Lightning-type with 80 HP.
Team Aqua's Lanturn
2004 • Pokémon • Team Magma vs Team Aqua
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Description
Team Aqua's Lanturn, card number 28, serves as a key Stage 1 Lightning-type Pokémon within this set, evolving directly from Team Aqua's Chinchou. With 80 HP, this card offers a reliable defensive presence for collectors building nostalgic decks or simply appreciating the lore of the Hoenn region's underwater factions. Illustrated by Jungo Suzuki, the card features a unique reverse holo finish that catches the light differently than standard foil cards, adding visual appeal to any binder or collection page. As an Uncommon rarity card, it strikes a balance between accessibility and collectibility, making it a staple for those seeking to complete the full Team Magma vs Team Aqua checklist. The card's gameplay revolves around its Auxiliary Light ability, which allows players to attach a basic Energy card from their hand to Lanturn during their turn, albeit with a strategic trade-off of placing two damage counters on a benched Pokémon. This mechanic encourages thoughtful resource management and synergy within Team Aqua-themed builds. For investors and hobbyists, the 2004 era represents a foundational period for the Pokémon TCG, with sets like Team Magma vs Team Aqua holding significant nostalgic value. Owning original print runs from this time allows collectors to preserve a piece of gaming history. Whether you are a long-time fan reminiscing about early 2000s tournaments or a new collector exploring the franchise's roots, Team Aqua's Lanturn provides a tangible connection to the game's rich legacy. The card's design and mechanics reflect the strategic depth of the early TCG era, where every energy attachment and damage counter placement mattered. Lanturn's Lightning Ball attack deals 50 damage, a modest but consistent output that complements its supportive ability. This combination makes it a versatile addition to any Team Aqua strategy, capable of sustaining pressure while enabling energy acceleration for more powerful Pokémon. Collectors often seek out these cards not just for gameplay, but for their role in defining the competitive landscape of the early 2000s.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
The subject, team, league, and sport context tied to this card.
Featured
Team Aqua's Lanturn
Game
Pokémon
TCG Attributes
Rarity, print treatment, and game-specific stats for this card.
Uncommon
Jungo Suzuki
Card Stock
English
Reverse Holo
80
Lightning
Stage 1
Team Aqua's Chinchou
Fighting ×2
Metal -30
1
171
Card Text
Abilities, attacks, oracle text, and flavor text printed on the card.
Ability: Auxiliary Light
Once during your turn (before your attack), you may attach a basic Energy card from your hand to Team Aqua's Lanturn. Put 2 damage counters on Team Aqua's Lanturn. This power can't be used if Team Aqua's Lanturn is affected by a Special Condition.
Attack: Lightning Ball (50)






